Add light support (WIP)
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68
include/Nazara/Graphics/Components/LightComponent.inl
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68
include/Nazara/Graphics/Components/LightComponent.inl
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// Copyright (C) 2022 Jérôme "Lynix" Leclercq (lynix680@gmail.com)
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// This file is part of the "Nazara Engine - Graphics module"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#include <Nazara/Graphics/Components/LightComponent.hpp>
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#include <Nazara/Graphics/Debug.hpp>
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namespace Nz
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{
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inline LightComponent::LightComponent(bool initialyVisible) :
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m_isVisible(initialyVisible)
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{
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}
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inline void LightComponent::AttachLight(std::shared_ptr<Light> light, UInt32 renderMask)
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{
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auto& entry = m_lightEntries.emplace_back();
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entry.light = std::move(light);
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entry.renderMask = renderMask;
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OnLightAttached(this, m_lightEntries.back());
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}
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inline void LightComponent::Clear()
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{
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for (const auto& lightEntry : m_lightEntries)
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OnLightDetach(this, lightEntry);
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m_lightEntries.clear();
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}
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inline void LightComponent::DetachLight(const std::shared_ptr<Light>& light)
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{
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auto it = std::find_if(m_lightEntries.begin(), m_lightEntries.end(), [&](const auto& lightEntry) { return lightEntry.light == light; });
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if (it != m_lightEntries.end())
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{
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OnLightDetach(this, *it);
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m_lightEntries.erase(it);
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}
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}
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inline auto LightComponent::GetLights() const -> const std::vector<LightEntry>&
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{
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return m_lightEntries;
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}
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inline void LightComponent::Hide()
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{
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return Show(false);
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}
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inline bool LightComponent::IsVisible() const
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{
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return m_isVisible;
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}
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inline void LightComponent::Show(bool show)
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{
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if (m_isVisible != show)
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{
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OnVisibilityUpdate(this, show);
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m_isVisible = show;
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}
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}
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}
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#include <Nazara/Graphics/DebugOff.hpp>
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